- Release Year: 2014
- Platforms: Macintosh, Windows
- Publisher: Rising Star Games Ltd.
- Developer: Wonderstruck
- Genre: Action
- Perspective: Diagonal-down
- Game Mode: Single-player
- Gameplay: Stealth
- Setting: Contemporary, Museum
- Average Score: 77/100

Description
The Marvellous Miss Take is a stealth-action game set in a contemporary museum, where players take on the role of Sophia Take, a cunning art thief on a mission to reclaim stolen masterpieces. With a diagonal-down perspective, the game blends strategy and agility as players navigate through guarded galleries, outsmarting security systems and avoiding detection to pull off daring heists. The narrative revolves around crime and redemption, offering a unique twist on the stealth genre with its artistic setting and clever gameplay mechanics.
Gameplay Videos
Where to Buy The Marvellous Miss Take
PC
The Marvellous Miss Take Cracks & Fixes
The Marvellous Miss Take Patches & Updates
The Marvellous Miss Take Guides & Walkthroughs
The Marvellous Miss Take Reviews & Reception
opencritic.com (71/100): A well-made stealth game that becomes tedious before too long.
metacritic.com (69/100): The Marvellous Miss Take is a fun and near flawless heist adventure.
fanboydestroy.com (90/100): Wonderstruck’s fantastic sneak and steal game, The Marvellous Miss Take is one of those excellent indie surprises you can’t gauge solely from ogling screenshots and movies at all.
steambase.io (81/100): The Marvellous Miss Take has earned a Player Score of 81 / 100.
The Marvellous Miss Take: A Stylish Heist with Flaws and Flair
Introduction
In the crowded landscape of stealth games, The Marvellous Miss Take (2014) stands out as a bold, nonviolent heist adventure that prioritizes wit and deception over brute force. Developed by Wonderstruck and published by Rising Star Games, this isometric stealth game casts players as Sophia Take, a charming art thief on a mission to reclaim her stolen inheritance from London’s most prestigious galleries. With its vibrant visuals, dynamic AI, and a trio of playable characters, Miss Take offers a refreshing twist on the genre—though not without its frustrations. This review delves into the game’s development, narrative, mechanics, and legacy, assessing whether its innovations outweigh its shortcomings.
Development History & Context
A Studio with a Vision
Wonderstruck, a UK-based indie studio, emerged with The Marvellous Miss Take as a passion project rooted in a desire to subvert stealth conventions. The game’s origins trace back to an office conversation about representation in toys—a developer’s struggle to find a “female action figure” for his daughter inspired the creation of Sophia Take, a protagonist who defies the hyper-masculine archetypes of stealth games like Metal Gear Solid or Splinter Cell. This ethos extended to the gameplay: Wonderstruck committed to a nonviolent design philosophy, forcing players to rely on distraction, timing, and environmental awareness rather than combat.
The team drew inspiration from unexpected sources. Designer Adam Jethro Langridge cited Shigeru Miyamoto’s reflections on Super Mario Bros.’ difficulty curve when crafting Harry, the game’s “expert mode” character. This influence is evident in Harry’s slower, more methodical gameplay, which contrasts sharply with Sophia’s agility. The studio’s ambition was clear: to create a stealth game that rewarded adaptability over memorization, where random guard patrols and dynamic AI kept players on their toes.
Technological Constraints and Design Choices
Released in November 2014 for Windows and macOS, Miss Take was built using the Turbulenz engine, a choice that allowed for smooth, browser-like performance but limited graphical complexity. The isometric perspective—a nod to classics like Commandos—was both a stylistic and technical decision, enabling clear visibility of guard patrol routes and environmental hazards. However, the engine’s constraints contributed to some of the game’s most criticized elements, particularly the imprecise movement system and occasional pathfinding quirks.
The gaming landscape of 2014 was dominated by open-world stealth titles like Assassin’s Creed Unity and Middle-earth: Shadow of Mordor, making Miss Take’s focused, arcade-like approach a deliberate counterpoint. Its $19.99 price tag and lack of multiplayer or procedural generation placed it squarely in the “premium indie” category—a risky proposition in an era of early access and free-to-play models.
Narrative & Thematic Deep Dive
A Tale of Theft and Justice
The Marvellous Miss Take’s plot is deceptively simple: Sophia Take, the heiress to her great-aunt’s priceless art collection, discovers that the pieces have been fraudulently sold to private collectors across London. Her mission? To steal them back, one gallery at a time, with the help of two unlikely allies: Harry Carver, a grizzled, disabled thief with a penchant for nighttime heists, and Daisy Hobbs, a street-smart pickpocket with a knack for unlocking safes.
The narrative unfolds through newspaper clippings, post-mission dialogue bubbles, and environmental storytelling. While the plot lacks the cinematic grandeur of Dishonored or Thief, its charm lies in its lighthearted tone and satirical edge. Ralph Blackstock, the game’s antagonist, is a caricature of a greedy art mogul, and Sophia’s quest feels less like vengeance and more like a stylish reclamation of justice. The writing, though minimal, is witty, with Sophia’s dry humor and Daisy’s cheeky remarks adding personality to the proceedings.
Themes: Art, Ownership, and Subversion
At its core, Miss Take explores themes of artistic ownership and institutional critique. Sophia isn’t just stealing paintings—she’s reclaiming cultural heritage from elitist collectors who hoard art for prestige rather than appreciation. The game’s London galleries, though visually opulent, are depicted as sterile, soulless spaces, reinforcing the idea that art belongs in the hands of those who truly value it.
The game also subverts traditional stealth tropes:
– Nonviolence as a Mechanic: Unlike most stealth games, Miss Take offers no takedowns, no silenced pistols—just pure evasion. This forces players to engage with the environment in creative ways, turning distractions (whistling, noisemakers) into tools of empowerment.
– Female Agency: Sophia is a rare example of a female protagonist in stealth games who isn’t sexualized or framed as a “femme fatale.” Her design evokes classic heist films like How to Steal a Million (1966), with critics drawing comparisons to Audrey Hepburn’s elegance.
– Disability Representation: Harry’s mobility impairment (a limp) is woven into his gameplay, making him the slowest but most strategic thief. His levels require patience and foresight, offering a refreshing take on accessibility in game design.
Missed Opportunities in Storytelling
While the narrative is serviceable, it suffers from underdevelopment. The characters’ backstories are hinted at but never fully explored. Daisy’s origins, for instance, are relegated to a single line of dialogue, and Harry’s relationship with Sophia feels underutilized. The lack of voice acting—an odd omission given the game’s cinematic aspirations—further flattens the emotional stakes. As GamesTM noted, the story is “well-written but presented without the flair of her art-nabbing qualities.”
Gameplay Mechanics & Systems
Core Gameplay Loop: Steal, Distract, Escape
The Marvellous Miss Take’s gameplay revolves around three core pillars:
1. Stealth and Evasion: Players must navigate 25 gallery levels (across two floors each), avoiding guards, cameras, and dogs. The isometric view provides a tactical overview, but the randomized guard patrols ensure no two playthroughs are identical.
2. Gadget-Based Distraction: Sophia can use a rotating arsenal of tools—noisemakers, smoke bombs, teleporters, and glue—to manipulate enemy behavior. These gadgets are contextual, appearing on pedestals at the start of each level.
3. Character-Specific Mechanics: Each thief plays differently:
– Sophia Take: The jack-of-all-trades. She can run, crouch, and use gadgets, but her hat (a crucial item) flies off if she’s spotted, forcing retrieval.
– Harry Carver: The “expert mode.” Unable to run, Harry relies on his bouncing noise ball to lure guards. His levels take place at night, with altered layouts and fewer escape routes.
– Daisy Hobbs: The speedster. Daisy can pickpocket keys from guards (requiring close proximity) and unlock safes, but her levels are time-sensitive, adding pressure.
Strengths: Dynamic AI and Replayability
The game’s standout feature is its dynamic AI system. Unlike scripted stealth games (e.g., Hitman), guards in Miss Take follow procedurally generated patrol routes, reacting to noise, line of sight, and player actions in real time. This creates a tense, unpredictable experience where hiding in one spot too long can lead to discovery. The system is so effective that Hooked Gamers praised it as “both novel and infuriating,” a testament to its ability to challenge players without feeling unfair.
Replayability is another highlight. After completing a level as Sophia, players can revisit it as Harry or Daisy, each with unique objectives and layouts. Speedrunning is encouraged, with leaderboards and optional “perfect steal” challenges (e.g., no alerts, all art collected). The secondary objectives—like stealing a special statue or avoiding all cameras—add depth to the core loop.
Flaws: Frustration and Repetition
Despite its innovations, Miss Take stumbles in several areas:
– Imprecise Controls: The mouse-driven movement, while intuitive, lacks the precision of keyboard or controller inputs. Pathfinding can be finicky, leading to unintended guard alerts.
– Repetitive Level Design: The 25 galleries, while visually distinct, follow similar layouts—cramped corridors, tiny rooms, and identical guard spawns. As PC Gamer noted, “the 25 art galleries are so visually similar that they blend together.”
– Randomization Overload: While dynamic AI is a strength, it can also feel unpredictable to a fault. Guards may suddenly reverse direction, trapping the player in a dead end. Daisy’s pickpocketing, in particular, suffers from this, as guards can turn around mid-animation, ruining a carefully planned heist.
– Lack of Checkpoints: Failing on the second floor of a gallery forces a full restart, a punishing design choice that exacerbates the game’s difficulty spikes.
UI and Accessibility
The UI is clean and functional, with vision cones clearly marking guard awareness and color-coded gadgets for easy identification. However, the lack of controller support at launch (later patched in) was a notable oversight. The game’s minimalist HUD keeps the focus on the action, but some players may find the absence of a radar or mini-map disorienting.
World-Building, Art & Sound
A Vibrant, Cartoonish London
The Marvellous Miss Take’s art direction is its most immediately striking feature. The game adopts a 1960s cartoon aesthetic, with bold colors, cel-shaded characters, and exaggerated animations. Sophia’s design—complete with a stylish hat and trench coat—evokes classic spy films, while the galleries themselves are rendered in a stylized, almost storybook fashion. The isometric perspective enhances this, giving the game a diorama-like quality that feels both nostalgic and fresh.
However, the visuals are not without criticism. While The Guardian called them “attractive and effective,” others found the galleries “sterile and plain”, lacking the architectural diversity one might expect from London’s real-world museums. The game’s limited environmental variety—repeating furniture, identical guard models—further dilutes its sense of place.
Sound Design: Jazz, Blues, and Tension
The soundtrack, composed by an uncredited team, is a standout element, blending jazz, blues, and orchestral cues to create a mood that’s equal parts sophisticated and playful. Each character has their own musical theme:
– Sophia’s levels feature smooth jazz, evoking a heist movie montage.
– Harry’s nighttime missions are scored with moody blues, reflecting his methodical approach.
– Daisy’s fast-paced escapades are accompanied by upbeat swing, mirroring her youthful energy.
The sound effects are equally polished, with guard whistles, dog barks, and alarm sirens providing crucial auditory feedback. The lack of voice acting, however, is a missed opportunity—text bubbles convey dialogue, but the absence of vocal performances robs the characters of emotional depth.
Reception & Legacy
Critical Reception: Mixed but Memorable
The Marvellous Miss Take received “mixed or average” reviews upon release, with a Metacritic score of 69/100. Critics praised its innovative AI, charming art style, and nonviolent gameplay, but lambasted its repetitive levels, imprecise controls, and frustrating difficulty spikes.
- Positive Highlights:
- Hooked Gamers (78%): “Something very original indeed… a more sedate, thoughtful style of play.”
- Arcade Sushi (8/10): “Looks are deceiving… Sophia and her partners are beguiling, artful dodgers.”
- Cubed3 (8/10): “A lot better than might first be expected… well worth a go for fans of stealth games.”
- Negative Criticisms:
- PC Gamer (66%): “A well-made stealth game that becomes tedious before too long.”
- GameSpot (6/10): “Inconsistent AI and dull level design… short-circuits the experience.”
- GamesTM (6/10): “Held back by missed opportunities.”
Player reception on Steam has been more favorable, with a “Very Positive” rating (81/100) based on 318 reviews. Many players praised its replayability, soundtrack, and unique take on stealth, though some echoed critics’ frustrations with the randomized AI and lack of checkpoints.
Commercial Performance and Influence
The Marvellous Miss Take was not a commercial blockbuster, but it carved out a niche as a cult favorite among stealth enthusiasts. Its nonviolent mechanics and female-led narrative have been cited as influences on later indie titles like Volume (2015) and The Church in the Darkness (2019). The game’s dynamic AI system also presaged later stealth innovations, such as Hitman’s (2016) opportunistic gameplay.
Despite its flaws, Miss Take remains a bold experiment in stealth design—a game that prioritized creativity over combat and style over brutality. Its legacy is one of ambition over polish, a reminder that even flawed games can leave a lasting impact.
Conclusion: A Flawed Gem Worth Stealing
The Marvellous Miss Take is a game of contradictions: brilliant in its AI design but frustrating in its execution; charming in its presentation but repetitive in its structure; innovative in its nonviolent mechanics but hindered by technical limitations. It is, in many ways, a victim of its own ambition—a game that dared to redefine stealth but stumbled in the process.
Yet, for all its flaws, Miss Take is undeniably memorable. Its vibrant art style, dynamic gameplay, and emphasis on wit over violence set it apart in a genre often dominated by grim realism. Sophia Take is a protagonist worth rooting for, and her heists—when they work—are thrilling, tense, and deeply satisfying.
Final Verdict: 7.5/10 – A Stylish Heist with Rough Edges
The Marvellous Miss Take is not a perfect game, but it is a bold, creative, and often brilliant one. It’s a title that rewards patience, adaptability, and a willingness to embrace its quirks. For stealth fans tired of the same old formulas, it’s a refreshing change of pace—one that, despite its flaws, deserves a place in the annals of indie gaming history.
Should You Play It?
– Yes, if: You enjoy challenging stealth games, appreciate nonviolent mechanics, or love heist movies.
– No, if: You prefer polished, AAA experiences or dislike randomized AI and trial-and-error gameplay.
In the end, The Marvellous Miss Take is like a daring art heist—messy, unpredictable, but ultimately worth the effort. Just don’t expect to walk away unscathed.